Immersive Virtual Environments’ Impact on Individual and Collective Creativity

IF 3.9 3区 心理学 Q1 PSYCHOLOGY, MULTIDISCIPLINARY
S. Bourgeois-Bougrine, N. Bonnardel, Jean-Marie Burkhardt, Branden Thornhill-Miller, F. Pahlavan, S. Buisine, Jérôme Guegan, N. Pichot, T. Lubart
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引用次数: 8

Abstract

Abstract. This paper explores the recent advances in research concerning the impact of immersive virtual environments affordances on the expression of users’ creativity at individual and team levels. While the top virtual reality (VR) application areas are entertainment and gaming, simulation and training for professionals, research in the domain of the psychology of creativity and VR is advancing rapidly in Europe. Indeed, between 2014 and 2021, 72% of publications in this domain resulted from European research in diverse fields such as engineering, design, music composition, art-making, and so forth. These studies took advantage of advanced VR affordances, such as head and hand motion trackers to synchronize an avatar in real-time, live streaming of a video into a VR headset screen to create artwork, etc. Four main topics were explored: (a) new creativity techniques involving a virtual upgrade of traditionally used techniques, virtual sketching and prototyping, as well as sophisticated interactive virtual menus and motion tracking systems, (b) the right digital self-representation for enhancing creativity and the degree to which users identify with the “persona avatar” in the context of user-centered innovations, (c) the impact of physical and social virtual contextual cues on creative performance, and (d) the perception of virtual reality by creativity and innovation professionals. Our review confirms that VR supports greater creative performance at individual and collaborative levels as well as enjoyment and fun. However, as rich and varied as this literature has become, it presents major methodological limitations that should be addressed in future research.
沉浸式虚拟环境对个体和集体创造力的影响
摘要本文探讨了沉浸式虚拟环境可供性在个人和团队层面对用户创造力表达的影响的研究进展。虽然虚拟现实(VR)的顶级应用领域是娱乐和游戏、模拟和专业人员培训,但创意心理学和虚拟现实领域的研究在欧洲正在迅速发展。事实上,在2014年至2021年间,该领域72%的出版物来自欧洲在工程、设计、音乐创作、艺术制作等不同领域的研究。这些研究利用了先进的虚拟现实技术,如头部和手部运动跟踪器实时同步化身,将视频直播到虚拟现实耳机屏幕上创作艺术品等。研究了四个主要主题:(a)新的创意技术,包括对传统技术的虚拟升级、虚拟草图和原型制作,以及复杂的交互式虚拟菜单和运动跟踪系统,(b)在以用户为中心的创新背景下,用于增强创造力的正确数字自我表达以及用户对“角色化身”的认同程度,(c)物理和社交虚拟情境线索对创造性表现的影响,以及(d)创意和创新专业人员对虚拟现实的感知。我们的评论证实,虚拟现实支持在个人和合作层面上获得更大的创造性表现,以及享受和乐趣。然而,尽管这些文献已经变得丰富多样,但它提出了在未来研究中应该解决的主要方法局限性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
European Psychologist
European Psychologist PSYCHOLOGY, MULTIDISCIPLINARY-
CiteScore
8.40
自引率
0.00%
发文量
27
期刊介绍: The European Psychologist - is a direct source of information regarding both applied and research psychology throughout Europe; - provides both reviews of specific fields and original papers of seminal importance; integrates across subfields and provides easy access to essential state-of-the-art information in all areas within psychology; - provides a European perspective on many dimensions of new work being done elsewhere in psychology; - makes European psychology visible globally; - promotes scientific and professional cooperation among European psychologists; develops the mutual contribution of psychological theory and practice.
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